Base Class: Druid
Druids of the circle of the protector are natural born guardians for their family and friends. They will go to whatever lengths are necessary to ensure the safety of their chosen family. Circle of Protection druids make very good bodyguards for nobility, although convincing one to do it is an entirely different matter.
Family Ties
When you select this circle at second level, you gain the ability to designate characters that are under your protection. At the end of a long rest you can select a number of people up to your wisdom modifier, and designate them as your "Family". All family members designated in this way receive a bonus to healing from your spells equal to half of your level, rounded down.
Protection Spells
Your connection with your friends and the natural world around you gives you the ability to cast certain spells. At the 3rd, 5th, 7th, and 9th level, you gain access to circle spells connected to your bond. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Beast Form
At 6th level, you gain a new form for your wildshape ability. You become a hulking creature that is designated as your "Guardian Form". With this guardian form, you lose the ability to speak, but gain your hit point maximum in Temporary HP, your strength and dexterity modifier increases by 1, and you gain proficiency in constitution saving throws. Your carrying capacity is increased to that of a creature one size larger. You gain access to the multiattack feature, one bite for 2d8 +STR piercing damage, and one claw for 1d8 + STR slashing damage. When your temporary hitpoints are expended, you return to your original size and lose these benefits.
Guardian's Blessing
Beginning at level 10, your family chosen through the "Family Ties" ability are granted one of the following effects when in your presence, out to a range of 60 feet. You can change this effect on a short or long rest.
Cluster of Turtles
You grant a scaly protective hide to your party. Anyone below 15 AC is raised to 15. Creatures with an AC higher are unaffected.
Herd of Gazelle
All affected members gain an extra 10 feet to their base movement speed
Pack of Wolves
You grant your Family access to the pack tactics ability, giving advantage on attack rolls if you have an ally that is not incapacitated and within 5 feet of the enemy.
Parliament of Owls
You grant advantage on all perception checks made to spot something, and can grant darkvision for any members that don't currently have it.
Improved Guardian Form
At 14th level, you gain the ability to reach an even stronger form of guardian. By using two wildshapes, you can transform into the greater guardian form. You gain one and a half times your hitpoints in temporary HP, and increase your consitution, strength, and dexterity modifiers by 2. You gain advantage on constitution checks, and your size is now considered large. As an action you can now use the multiattack feature, with two claw attacks for 1d8+STR, and one bite attack for 2d8+STR. You are considered proficient in both of these attacks. When your temporary hitpoints are expended, you return to your original size and lose these benefits.
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